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droscoe

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About droscoe

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  1. droscoe

    Need Help with Item Pickup Range

    Well shucks, I knew about item bumping from playing experience, but didn't know it had a name. Well, I suppose I'll have to make an actual closet that the player can walk in to. It just looked a lot cooler with the Doom 3 style lockers :P I appreciate your time.
  2. droscoe

    Need Help with Item Pickup Range

    I edited my OP right when you replied, I think. making the locker bigger than the item pickup range means you can't pick up the item after the door is open. How do you alter an item's radii? I assume you mean via decorate file. I'll look into that.
  3. Item pickup range, can this be modified? If not, then is there a line special that blocks item pickups? I have a storage locker I've made, but every thing I put inside of it can be 'picked up' without having to open the door. Blocking flags don't do anything, do you have any suggestions? Making the storage locker bigger than the items pickup range obviously means....you can't pick up the item once you have the door open... Please watch the 18 second YouTube clip of me testing this. I grab the item through the wall at first. (the number art is mostly placeholder, redoing the 'press event' art) https://www.youtube.com/watch?v=rSBXQRf6EQc&feature=youtu.be
  4. I understand how to change brightness within the dummy sector, which controls the brightness below the 3D floor. And above, you simply change the sector brightness. I have a 3D 'box' that I want to change the brightness value of the texture itself like how you can normally do on standard walls, without changing sector brightness. Changing the Front-side wall texture brightness on the 3D box, or within the dummy sector, does nothing. Can you help? It's a little dark, but the reddish texture you see, I want to make that texture BRIGHT and I'm putting a dynamic light there. It's a 3D floor (box kinda thing) Thanks, Dustin
  5. No. You can't have normal maps on sprites, dynamic lights don't cast light on parts of sprites.
  6. Found this. Not sure how you get this in game though. https://www.youtube.com/watch?v=ZromnvS4pvM
  7. droscoe

    Help Needed with Custom Sound Issue

    I finished to chainsaw zombie. Couldn't pull of what I wanted exactly, but I'm happy nonetheless. +New custom chainsaw engine start sound, he pauses as he starts the engine then starts to chase you +New custom chainsaw engine running sound +New custom engine die sound when he is killed. https://youtu.be/Q93P2KaTjJ0
  8. droscoe

    Help Needed with Custom Sound Issue

    Thank you for your response. Well, the rev sound is about 7seconds long. So the looping period SHOULD be the full animation, right? The idle, however, is a short 0.5second clip that was made to repeat but sound seamless. But, I can easily revert to a longer idle sound clip if need be. If I understand you correctly, then I believe the rev sound should play over the entire animation frame, 32 tics. But, I must admit I'm still wrapping my head around this subject. Do you have a suggestion? Again, the rev sound is 7 second long, and the idle sound can be whatever length I want. I have experience with sound editing so the idle is easy to make loop seamlessly any length. Currently, it's a 0.5 second long clip. Don't the sound clip lengths play an important role in how many tics I play then in the animation frame? Thank you. Dustin
  9. Sorry this is a bit long, I figured I'd help YOU help me by adequately describing my issue and supplying my code. I've read article after article, and have learned a lot recently, I've done my homework and this is my last resort. Hello, I'm currently working on a chainsaw zombie. I know one exists on Realm667, but I've taken the liberty to make a 'better one'. I have figured out how to do this, and got it working in-game. It plays my new chainsaw sounds, but I'm having some issues with looping, stopping, and switching sounds. I have a chainsaw 'idle' sound, chainsaw 'revved up' sound, and chainsaw 'hit' sound. The 'hit' sound has no problems. SNDINFOchainsawzombie/idle idle_1 chainsawzombie/rev rev_1 chainsawzombie/hit sawing_1 chainsawzombie/death shutoff DECORATEACTOR ChainsawZombie 3204 { Health 30 Radius 20 Height 56 Speed 25 MeleeDamage 1 PainChance 200 MONSTER +FLOORCLIP Obituary "%o was sliced by a madman zombie with a chainsaw!" SeeSound "grunt/sight" MeleeSound "chainsawzombie/hit" PainSound "grunt/pain" DeathSound "grunt/death" ActiveSound "grunt/active" DropItem Chainsaw States { Spawn: CHAN A 4 A_Look CHAN A 4 CHAN A 4 A_Look CHAN B 4 CHAN B 4 A_Look CHAN B 4 Loop See: CHAN A 4 A_Chase CHAN A 4 A_Chase CHAN B 0 A_PlaySound("chainsawzombie/rev",0,1,ATTN_IDLE) CHAN B 4 A_Chase CHAN B 4 A_Chase CHAN C 0 CHAN C 4 A_Chase CHAN C 4 A_Chase CHAN D 0 CHAN D 4 A_Chase CHAN D 4 A_Chase CHAN A 0 Loop Melee: CHAN E 1 A_FaceTarget CHAN F 3 A_MeleeAttack CHAN F 4 Goto See Pain: CHAN G 5 CHAN G 3 A_Pain Goto See Death: CHAN H 5 A_StopSound(0) CHAN I 5 A_Scream CHAN J 5 A_Fall CHAN KLM 5 A_PlaySound("chainsawzombie/death",1,0,ATTN_IDLE) CHAN N -1 Stop XDeath: CHAN O 5 A_StopSound CHAN P 5 A_XScream CHAN Q 5 A_Fall CHAN RSTUV 5 CHAN W -1 Stop Raise: CHAN NMLKJIH 5 Goto See } }I have a few questions. I'll admit upfront that I don't exactly understand everything perfectly, so go easy on me. Clearly I'm trying to learn. 1) My chainsaw 'rev' sound loops, yes, but it is overlapping itself and creates a droning sound. It just loops over itself. I want it to play through once, and loop once it finishes. Is this just a timing issue? 2) Because of the looping, if I kill the zombie the first instance of 'rev' sound stops, but the subsequent instances of 'rev' sound keeps playing even after he's dead laying on the ground. 3) When he attacks me, or if I damage him (not kill him), his 'rev' sound begins again each time and once again, starts playing over itself multiple times. This is because his MELEE and PAIN properties have "Goto See" at the bottom of them right? Which starts the sound again? Is Goto See necessary? 4) The chainsaw "shutoff" sound, or death sound, doesn't play when he dies. Why is this? I set it to play in his DEATH state. I'm confused. Here is my goal. I have looked into A_CheckSight but don't know if I could implement this. >Zombie spawns with no sound playing >When zombie sees you, he starts playing the chainsaw 'rev' sound and obviously starts to pursue you. >If you leave his line of sight, the 'rev' sound will play out until its finished, but only the chainsaw 'idle' sound will play. (He can't see you, so he isn't throttling the chainsaw..that's the logic) >Once he sees you again, you come back in his line of sight, he revs up the chainsaw again. It seems like I need a second kind of "See" actor STATE to use. I need two STATES, one that plays a certain sound when you're in his line of sight, and a second STATE that plays a different sound when you're out of line of sight. I have researched quite a bit. I haven't come across anything that indicates that I could do this. If its not possible, then my second best alternative is simple. I would simply want the 'rev' sound to play out completely (its about 7 seconds) and loop indefinitely until he is killed. If I can't have a second idle sound when youre not in his line of sight, so be it. I apologize for the length. I appreciate your time. Dustin
  10. droscoe

    Who wants their .wad played? ...on YouTube?

    If youre still doing this, have a go with my first map. I grew up mapping for Duke 3D. This map is intended to be the first level in a series. So it's not too long. I set flags for every skill level, but I have been focusing on Ultra Violence, so if you play it go for that. https://www.dropbox.com/s/mbkhz6wrj0wrexb/Map01.wad?dl=0 thanks! take care. EDIT: Holy cow my wad had many errors in it. Fixed, updated link.
  11. droscoe

    what are you working on? I wanna see your wads.

    Im actually looking for testers, I've been flagging monsters and items for each skill level. I'm so used to Brutal Doom, Project Brutality and Maps of Chaos I have been focusing on Ultra Violence. I think this will be my first map in a series. It has that feel I think. I still need to place some props and other things. I have been working on getting the functionality down and enemies/items placed. https://www.dropbox.com/s/mbkhz6wrj0wrexb/Map01.wad?dl=0 EDIT: Here's a video of me doing a test run on it with PB mod. https://www.youtube.com/watch?v=8F031edOx6E
  12. droscoe

    How do I create random integers in GZDOOM Builder?

    Completely a shot in the dark here. I'm relatively new to ACS, so forgive me if I say anything obvious. What if, at the beginning of Script 6 you had it come up with a random number and save it as a variable, and then use that variable? script 6 (void) { random_number = random(1,10); credits += random_number; print(s:"Credits: ", d: credits); } Again, I'm still learning Doom scripting a bit. Good luck.
  13. I'm having an issue with a very simple script. I am using a lindef to execute the script when it is crossed. Two problems. One, if both "When Player walks over" AND "When monster walks over" is selected, it will not execute if I, or a monster walks over it. If only "When monster walks over" is selected, it STILL does not execute if a monster walks over it. If a friendly marine walks over it, it doesn't execute. Only when I, the player, walk over it does it execute. What's going on here? Thanks for your time. ------------------------------------------- #include "zcommon.acs" script 1 (void) { Print(s:"Power Restored to Communications Satellite"); } Linedef - Action 80 Script Execute Script Number : Script 1 Map Number : 0 Arg1: 0 Arg2: 0 Arg3: 0 X Doublesided X When player walks over X When monster walks over
  14. droscoe

    I'm Having Issue with Wall Brightness

    Awesome information! Thank you so much! I'm making some serious headway on my new map. This will help me.
  15. droscoe

    I'm Having Issue with Wall Brightness

    Oh, wow. Ok thank you for the responses! I was worried that something was wrong, and that a player would see this as a mistake the map maker made. I never noticed fake contrast in game before. It seems to be an innate feature within Doom, not to mention a feature that can be turned off in the options menu, so I won't worry about it then. It just looks...wrong...in the editor. Thanks for your help. EDIT: Also, I'm worried this is a noob question. But I keep seeing articles and posts about editing the MAPINFO, and I've googled it, but I don't seem to understand how to GET to the mapinfo, or what it even is. Is it an options box in gzdoom editor? How do I edit it? Thanks again. take care.
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